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Kuro Astora

1 Level (0/300 XP for level-up) Survivor Background Astral Elf Race / Species / Heritage Alignment
Reincarnated Hero Sorcerer
Level 1
Hit Dice: 1/1
1d6+0 Class 1

STR
10
+0
DEX
10
+0
CON
10
+0
INT
10
+0
WIS
10
+0
CHA
10
+0
6
Hit Points
+0
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30 ft
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+2 Attack mod
CHA Ability
+0 Abi Mod
10 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+0 Dexterity
+2 Constitution
+0 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+0 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+0 Deception CHA
+0 History INT
+2 Insight WIS
+0 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+2 Perception WIS
+0 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+0 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Force Weapon +2 CHA 1d10 Force
Attacks

Spell Book

Sorcerer

Spellcasting
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

 

Reincarnated Hero

Heroic Magic
The power of your previous life grants you the ability to learn spells that other sorcerers might never manifest. You learn two cantrips of your choice from the following, which don't count against your total number of spells known: arc blade, burning blade, caustic blade, force weapon, and frigid blade.

You also learn additional spells when you reach certain levels in this class, as shown on the Heroic Spells table. Each of these spells counts as a sorcerer spell for you but doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Heroic Spells
Sorcerer Level Spells
1st Heroism, Shield
3rd Blur, Magic weapon
5th After Image, Haste
7th Death Ward, Stoneskin
9th Evasiveness, Legend Lore

Armored Sorcery
At 1st level, you gain proficiency with light armor, medium armor, shields, and four martial weapons of your choice.

 

Astral Elf


Astral Fire
You know one of the following cantrips of your choice: dancing lights, light, or sacred flame. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this race). (Dancing Lights, Charisma

Darkvision
You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Fey Ancestry
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Starlight Step
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Astral Trance
You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you remain conscious.
Whenever you finish this trance, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the Astral Plane, and you retain them until you finish your next long rest.

 

Features & Traits
Staff (Arcane Focus)
Explorer's Pack (a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50 feet of hempen rope)
Cook's utensils
Climber's kit
A shovel
A pair of thick gloves
A cloak with a hood
Scale Mail

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Cantrips: Arc Blade, Burning Blade, Caustic Blade, Force Weapon, Frigid Blade, Card Trick, Mage Hand, Minor Lifesteal, Gust Barrier
-------------------------------------------------------------------------
1st Level: Heroism, Shield, Time Hop, Magic Missile
Spellcasting
Skills: Athletics, Insight, Perception, Persuasion, Stealth
Tools: Cook's utensils, Brewer's supplies
Languages: Common, Elvish

Languages & Proficiencies
Lorendor is a dangerous place. But I can navigate it with my eyes closed. No one else I've ever met is as good as I am.

Personality Traits
Helpful. People need all the help they can get in the world, and I know I can provide it. (Good)

Ideals
I hear voices constantly. Sometimes I get distracted with conversations with people who are not there.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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